The
Kickstarter for Torment: Tides of Numenera sees inXile entertainment
soliciting backers to vote on how combat will be handled in their upcoming
role-playing game (thanks nin via
Polygon). Here's the handy summary:

Over the last couple weeks, we’ve been reading all of your commentary and ideas
regarding combat. Many good points and suggestions, and mostly civil discourse.
Thanks to all who have engaged in the discussion so far!

And now... It is time! Only backers can place a vote. (If you haven’t already
and you’d like your voice heard, please register with us to gain access to the
backer-only UserVoice forum.) Feel free to also continue to submit comments and
ideas to the combat discussion forum. Please remember that this vote is advisory
only. Above all, please remember that our goal is to provide the best possible
experience for the game, and if the final decision is not your preferred choice,
we ask you trust our ability to deliver a solid game.

For more context about what this is about, please see Update 24, where we
describe what Turn-Based and Real-Time with Pause might each mean for Torment.
We’ll close the voting in December.

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Krovven wrote on Nov 23, 2013, 05:32:Basically all turn-based games I've found have to resort to AI cheating to increase the challenge because once a player knows how the rules work, they will beat the computer every time. You can see this in everything from Civ to XCom.

There is some truth to that. But pausing in a pause based game is like a cheat for the player, you way outsmart that AI being so precise. That said, this is why I'm liking Blackguards, they keep their engine PnP correct, numbers low etc and it plays out very well. They setup several scenarios that most won't beat first or second time through, in the end making you a better player, perhaps to "see it coming" later on in the game and beat it the first time through. (Only Chap 1 or Early Access has been released so far)